[Mod] Tubelib [tubelib]
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
Thanks FaceDeer, I got it.
I will add the players name to the API. This should be sufficient for most times to check the rights.
I don't like the idea to create a fake player object each time an item is pushed, because it's only needed in special cases.
I will add the players name to the API. This should be sufficient for most times to check the rights.
I don't like the idea to create a fake player object each time an item is pushed, because it's only needed in special cases.
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Re: [Mod] Minetest-Tubelib [tubelib]
Rather than using a hard-coded table of node names to determine what's "fuel", I'd recommend something like this:
That way it automatically includes any items that have had a fuel reaction defined for them.
Apologies for turning the thread about your mod into a digression about Minetest's API earlier. It's a subject I've grumbled about a lot when working on my own stuff so I kind of jumped on it. :)
Code: Select all
if minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0 then
return tubelib.put_item(meta, "fuel", item)
Apologies for turning the thread about your mod into a digression about Minetest's API earlier. It's a subject I've grumbled about a lot when working on my own stuff so I kind of jumped on it. :)
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
Thanks FaceDeer
Your hints are very welcome. I will check and take over all hints which fulfil the initial objectives:
To have a Mod/Lib, which is easy to use (for players and modders), lean and efficient (for small servers), covering up to 80% of all requirements (which 20% of effort).
I changed the "fuel detection" code according to your proposal and I added the player_name to the API functions.
Version 0.05 is on GitHub.
Your hints are very welcome. I will check and take over all hints which fulfil the initial objectives:
To have a Mod/Lib, which is easy to use (for players and modders), lean and efficient (for small servers), covering up to 80% of all requirements (which 20% of effort).
I changed the "fuel detection" code according to your proposal and I added the player_name to the API functions.
Version 0.05 is on GitHub.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
- Desour
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Re: [Mod] Minetest-Tubelib [tubelib]
50 blocks! That are 800 nodes! It's very likely to happen then.joe7575 wrote:Theoretically YES, but it is unlikely that this happens, because the maximum tube length is currently limited to about 50 blocks. It was no objective to allow the construction of huge plants.Byakuren wrote:Can it transport through unloaded blocks like pipeworks can?
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- azekill_DIABLO
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Re: [Mod] Minetest-Tubelib [tubelib]
xD
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
OK, then 50 nodes (node blocks, not area blocks).DS-minetest wrote:50 blocks! That are 800 nodes! It's very likely to happen then.joe7575 wrote:Theoretically YES, but it is unlikely that this happens, because the maximum tube length is currently limited to about 50 blocks. It was no objective to allow the construction of huge plants.Byakuren wrote:Can it transport through unloaded blocks like pipeworks can?
I try to be more precise in the future... :D
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- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
I've added a Voxel Manipulator function to check tube connections and to push/pull items into/from inventories.Byakuren wrote:Can it transport through unloaded blocks like pipeworks can?
So, unloaded blocks should be no issue any more.
BTW: The maximum tube length is now 100 nodes
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Re: [Mod] Minetest-Tubelib [tubelib]
I like how these nodes look. The wood and metal look that they have allows them to blend in with Minetest's general theme pretty well.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
v0.09 is on GitHub with some modification and adjustments for tubelib_addons2.
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Re: [Mod] Minetest-Tubelib [tubelib]
I have a suggestion: you could make a new tube type, that's particular to furnaces. This tube would have 2 settings, 1 puts all items going into the furnace into the fuel slot, the other setting puts all items into the smelting slot.
What is SCP-055?
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Re: [Mod] Minetest-Tubelib [tubelib]
The tubelib distinguishes between flammable and not flammable items. All flammable items are going into the fuel slot. So what is the benefit of your suggestion?Chem871 wrote:I have a suggestion: you could make a new tube type, that's particular to furnaces. This tube would have 2 settings, 1 puts all items going into the furnace into the fuel slot, the other setting puts all items into the smelting slot.
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Re: [Mod] Minetest-Tubelib [tubelib]
I must not have seen that ability. Possible benefits? Some items that can be used as fuel can be cooked, too, so maybe having the ability to tell the items where to go would be useful.
What is SCP-055?
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Re: [Mod] Minetest-Tubelib [tubelib]
Could you add an auto-gravelsieve that tubelib tubes can carry stuff to/from?
What is SCP-055?
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
It's already available. You can push gravel into the automated Gravel Sieve and pull all items out.Chem871 wrote:Could you add an auto-gravelsieve that tubelib tubes can carry stuff to/from?
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- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
This node has to be configured via the formspec as button or as switch. For a button configuration different switching times from 2 to 16 seconds are possible. In addition, the node has to be configured with one or several destination numbers of the controlled/to be switched nodes (e.g. Lamps).Chem871 wrote:How does the switch work?
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- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
Yes, but please download the latest version, there was an issue with the pusher commands.Chem871 wrote:Does the switch work for pushers/machines?
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Re: [Mod] Minetest-Tubelib [tubelib]
Can I use 1 switch for more than 1 pusher/machine, or just 1 switch per machine?
What is SCP-055?
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
Yes, you can use one switch for several nodes. There is no limit in principle. But I would recommend to use Repeater nodes in addition for large structures.Chem871 wrote:Can I use 1 switch for more than 1 pusher/machine, or just 1 switch per machine?
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Re: [Mod] Minetest-Tubelib [tubelib]
I would just use 1 switch for all the machines involved in making Biofuel, 1 switch for auto-farming(btw, could you add support for farming redo as far as mining and planting?), and 1 switch for quarries.
What is SCP-055?
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Re: [Mod] Minetest-Tubelib [tubelib]
What if you added a machine that grinds ore lumps into dust, and it needed biofuel to operate?
What is SCP-055?
- joe7575
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Re: [Mod] Minetest-Tubelib [tubelib]
Sorry, I am currently already involved in several developments and improvements of my mods, I have no time to open another site. Maybe you could ask micu (viewtopic.php?f=9&t=21488)Chem871 wrote:What if you added a machine that grinds ore lumps into dust, and it needed biofuel to operate?
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Re: [Mod] Tubelib [tubelib]
I am using Minetest 5.1.1, I have the Technic mod activated via the online content so I will infer that it is the most current version. Can some one explain why when I install the TechPack mod the Tubelib portion seems to interfere with the Technic mod and actually make Technic items disappear? I wish I could attach the screen shots. the Technic has 3 pages of inventory items to choose from but with Tubelib enabled that drops down to 2 pages of inventory items. I really need my Technic wrench. Any guidance would be greatly appreciated.
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